summaryrefslogtreecommitdiff
path: root/raveos-hyprland-theme/theme-data/DankMaterialShell/quickshell/Shaders/frag/wp_disc.frag
diff options
context:
space:
mode:
authorAlexanderCurl <alexc@alexc.hu>2026-04-18 17:46:06 +0100
committerAlexanderCurl <alexc@alexc.hu>2026-04-18 17:46:06 +0100
commit70ca3fef77ee8bdc6e3ac28589a6fa08c024cc69 (patch)
treeab1123d4067c1b086dd6faa7ee4ea643236b565a /raveos-hyprland-theme/theme-data/DankMaterialShell/quickshell/Shaders/frag/wp_disc.frag
parent5d94c0a7d44a2255b81815a52a7056a94a39842d (diff)
downloadRaveOS-PKGBUILD-70ca3fef77ee8bdc6e3ac28589a6fa08c024cc69.tar.gz
RaveOS-PKGBUILD-70ca3fef77ee8bdc6e3ac28589a6fa08c024cc69.zip
Replaced file structures for themes in the correct format
Diffstat (limited to 'raveos-hyprland-theme/theme-data/DankMaterialShell/quickshell/Shaders/frag/wp_disc.frag')
-rw-r--r--raveos-hyprland-theme/theme-data/DankMaterialShell/quickshell/Shaders/frag/wp_disc.frag126
1 files changed, 126 insertions, 0 deletions
diff --git a/raveos-hyprland-theme/theme-data/DankMaterialShell/quickshell/Shaders/frag/wp_disc.frag b/raveos-hyprland-theme/theme-data/DankMaterialShell/quickshell/Shaders/frag/wp_disc.frag
new file mode 100644
index 0000000..254ae41
--- /dev/null
+++ b/raveos-hyprland-theme/theme-data/DankMaterialShell/quickshell/Shaders/frag/wp_disc.frag
@@ -0,0 +1,126 @@
+// ===== wp_disc.frag =====
+#version 450
+
+layout(location = 0) in vec2 qt_TexCoord0;
+layout(location = 0) out vec4 fragColor;
+
+layout(binding = 1) uniform sampler2D source1; // Current wallpaper
+layout(binding = 2) uniform sampler2D source2; // Next wallpaper
+
+layout(std140, binding = 0) uniform buf {
+ mat4 qt_Matrix;
+ float qt_Opacity;
+ float progress; // Transition progress (0.0 to 1.0)
+ float centerX; // X coordinate of disc center (0.0 to 1.0)
+ float centerY; // Y coordinate of disc center (0.0 to 1.0)
+ float smoothness; // Edge smoothness (0.0 to 1.0, 0=sharp, 1=very smooth)
+ float aspectRatio; // Width / Height of the screen
+
+ float fillMode; // 0=stretch, 1=fit, 2=crop, 3=tile, 4=tileV, 5=tileH, 6=pad
+ float imageWidth1;
+ float imageHeight1;
+ float imageWidth2;
+ float imageHeight2;
+ float screenWidth;
+ float screenHeight;
+ vec4 fillColor;
+} ubuf;
+
+vec2 calculateUV(vec2 uv, float imgWidth, float imgHeight) {
+ vec2 transformedUV = uv;
+
+ if (ubuf.fillMode < 0.5) {
+ transformedUV = uv;
+ }
+ else if (ubuf.fillMode < 1.5) {
+ float scale = min(ubuf.screenWidth / imgWidth, ubuf.screenHeight / imgHeight);
+ vec2 scaledImageSize = vec2(imgWidth, imgHeight) * scale;
+ vec2 offset = (vec2(ubuf.screenWidth, ubuf.screenHeight) - scaledImageSize) * 0.5;
+ vec2 screenPixel = uv * vec2(ubuf.screenWidth, ubuf.screenHeight);
+ vec2 imagePixel = (screenPixel - offset) / scale;
+ transformedUV = imagePixel / vec2(imgWidth, imgHeight);
+ }
+ else if (ubuf.fillMode < 2.5) {
+ float scale = max(ubuf.screenWidth / imgWidth, ubuf.screenHeight / imgHeight);
+ vec2 scaledImageSize = vec2(imgWidth, imgHeight) * scale;
+ vec2 offset = (scaledImageSize - vec2(ubuf.screenWidth, ubuf.screenHeight)) / scaledImageSize;
+ transformedUV = uv * (vec2(1.0) - offset) + offset * 0.5;
+ }
+ else if (ubuf.fillMode < 3.5) {
+ transformedUV = fract(uv * vec2(ubuf.screenWidth, ubuf.screenHeight) / vec2(imgWidth, imgHeight));
+ }
+ else if (ubuf.fillMode < 4.5) {
+ vec2 tileUV = uv * vec2(ubuf.screenWidth, ubuf.screenHeight) / vec2(imgWidth, imgHeight);
+ transformedUV = vec2(uv.x, fract(tileUV.y));
+ }
+ else if (ubuf.fillMode < 5.5) {
+ vec2 tileUV = uv * vec2(ubuf.screenWidth, ubuf.screenHeight) / vec2(imgWidth, imgHeight);
+ transformedUV = vec2(fract(tileUV.x), uv.y);
+ }
+ else {
+ vec2 screenPixel = uv * vec2(ubuf.screenWidth, ubuf.screenHeight);
+ vec2 imageOffset = (vec2(ubuf.screenWidth, ubuf.screenHeight) - vec2(imgWidth, imgHeight)) * 0.5;
+ vec2 imagePixel = screenPixel - imageOffset;
+ transformedUV = imagePixel / vec2(imgWidth, imgHeight);
+ }
+
+ return transformedUV;
+}
+
+vec4 sampleWithFillMode(sampler2D tex, vec2 uv, float imgWidth, float imgHeight) {
+ vec2 transformedUV = calculateUV(uv, imgWidth, imgHeight);
+
+ if (ubuf.fillMode >= 2.5 && ubuf.fillMode <= 5.5) {
+ return texture(tex, transformedUV);
+ }
+
+ if (transformedUV.x < 0.0 || transformedUV.x > 1.0 ||
+ transformedUV.y < 0.0 || transformedUV.y > 1.0) {
+ return ubuf.fillColor;
+ }
+
+ return texture(tex, transformedUV);
+}
+
+void main() {
+ vec2 uv = qt_TexCoord0;
+
+ // Sample textures with fill mode
+ vec4 color1 = sampleWithFillMode(source1, uv, ubuf.imageWidth1, ubuf.imageHeight1);
+ vec4 color2 = sampleWithFillMode(source2, uv, ubuf.imageWidth2, ubuf.imageHeight2);
+
+ // Map smoothness from 0.0-1.0 to 0.001-0.5 range
+ // Using a non-linear mapping for better control
+ float mappedSmoothness = mix(0.001, 0.5, ubuf.smoothness * ubuf.smoothness);
+
+ // Adjust UV coordinates to compensate for aspect ratio
+ // This makes distances circular instead of elliptical
+ vec2 adjustedUV = vec2(uv.x * ubuf.aspectRatio, uv.y);
+ vec2 adjustedCenter = vec2(ubuf.centerX * ubuf.aspectRatio, ubuf.centerY);
+
+ // Calculate distance in aspect-corrected space
+ float dist = distance(adjustedUV, adjustedCenter);
+
+ // Calculate the maximum possible distance (corner to corner)
+ // This ensures the disc can cover the entire screen
+ float maxDistX = max(ubuf.centerX * ubuf.aspectRatio,
+ (1.0 - ubuf.centerX) * ubuf.aspectRatio);
+ float maxDistY = max(ubuf.centerY, 1.0 - ubuf.centerY);
+ float maxDist = length(vec2(maxDistX, maxDistY));
+
+ // Scale progress to cover the maximum distance
+ // Add extra range for smoothness to ensure complete coverage
+ // Adjust smoothness for aspect ratio to maintain consistent visual appearance
+ float adjustedSmoothness = mappedSmoothness * max(1.0, ubuf.aspectRatio);
+ float radius = ubuf.progress * (maxDist + adjustedSmoothness);
+
+ // Use smoothstep for a smooth edge transition
+ float factor = smoothstep(radius - adjustedSmoothness, radius + adjustedSmoothness, dist);
+
+ // Mix the textures (factor = 0 inside disc, 1 outside)
+ fragColor = mix(color2, color1, factor);
+
+ if (ubuf.progress <= 0.0) fragColor = color1;
+
+ fragColor *= ubuf.qt_Opacity;
+}